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Dungeons & Kingdoms News

A Post Next Fest Thank You

[p]Hey all, [/p][p][/p][p]With over 10,000 players during Next Fest, we wanted to thank everyone who gave Dungeons & Kingdoms a try! The feedback we received has been extremely helpful in shaping bug fixes, updates and even our Early Access roadmap.[/p][p][/p][p]So thank you. All feedback was welcome whether positive, negative or anywhere in between. The goal will always be to make the best game possible. That starts with the players. [/p][p][/p][p]We'll never be able to include everything for everyone, but we take all feedback very seriously. So please keep sending feedback and chatting with the solo dev and other folks in the Discord.[/p][p]Join the Discord[/p][p][/p][p]We'll be announcing an Early Access release date soon. Stay tuned.[/p][p][/p][p]For the kingdom![/p][p][/p][p][/p][p][/p]

New demo build 0.527

[p]New demo build 0.527 The demo will remain up on the main game page going forward. [/p]
  • [p]Change global layer for doors,[/p]
  • [p]Fix prisoner losing InPrison status at the wrong time,[/p]
  • [p]Fix some interactable objects not highlighting with the correct profile,[/p]
  • [p]Move management of highlight profiles to gamedata manager from gameplay manager,[/p]
  • [p]Add highlight profile definition for people,[/p]
  • [p]Remove next fest specific demo features,[/p]
  • [p]Add additional equip item input for shields,[/p]
  • [p]Update demo splash screen content[/p]

Demo Build 0.525

  • [p]Upgrade Unity Engine to 2022.3.62f2 to address Unity vulnerability,[/p]
  • [p]Show stuck workers hint any time a worker is detected as being stuck when trying to move to a location,[/p]
  • [p]Rebalance first adventure, much easier now,[/p]
  • [p]Fix Wooden Klubba having wrong product definition, enlarge hit collider, wrong game unit item id, add to gamedatamanager inventory,[/p]
  • [p]Fix inventory GetAllItems method using if else instead of including all possible hand items,[/p]
  • [p]All friendly NPC now find and equip basic clothing if they are missing any items,[/p]
  • [p]Add validation when items are equipped to check for missing properties like clothing types, and add at runtime if missing,[/p]
  • [p]Fix inventory UI when dropping equipped clothing items it wasn't clearing the item from the character properly,[/p]
  • [p]Fix error in pickup task that could fail when the target became destroyed during the task,[/p]
  • [p]Clear item pickup reservation when items are dropped,[/p]
  • [p]Fix issues with in-world colliders that weren't detecting correctly if there were multiple components on one object as well as now handling child colliders in a better automated way,[/p]
  • [p]Automate all doors and build pieces to use navmesh cutting[/p]

Demo Build 0.523

[h3]Another update to the Steam Next Fest Demo v0.523[/h3]
  • [p]Fix item drop off to open storage not dropping from the agent at the right position. This was causing a lot of physics issues with other items in storage.[/p]
  • [p]Fix agents being able to succeed movement tasks at any range if their path was cutoff, now they fail the task and complain[/p]
  • [p]Fix build pieces that still had mesh filters using temporary mesh: 3508, 7004[/p]
  • [p]Add new important notice at start of new games to recommend doing the tutorial[/p]
  • [p]Add new game setting option for always showing the cursor when the Builder UI opens, on by default[/p]
  • [p]Add support for a large format modal window in popup manager[/p]
  • [p]Increase number of default workspots to 9 on build pieces and have them position based on the bounds, this should reduce the possibility of workers not being able to construct the build piece due to not finding a path to a workspot[/p]
  • [p]Change agent bark dialogue queue to only add unique new entries[/p]
  • [p]Add new hint for how to deal with workers who may be stuck and trigger more hints throughout the tutorial[/p]

Next Fest Demo Update - Bug Fixes and Player Feedback

[h3]New build v0.522 - This addresses bugs and player feedback from the demo so far[/h3][p]
Huge thanks to everyone for contributing and helping to make the game better!
[/p]
  • [p]NPCs will no longer attack prisoners[/p]
  • [p]First adventure rebalanced but still brutally difficult[/p]
  • [p]Change behaviour so the player no longer enters combat stance automatically, must manually use the V key to enter combat[/p]
  • [p]Wire up patrol point actions having an effect on agent view distance, eg. if they are looking around intently their view distance goes up, or if they are focused on some task their view distance may go down[/p]
  • [p]Add missing icons for several items[/p]
  • [p]Fix duplicate prison cage in first adventure[/p]
  • [p]Change behaviour so the cursor is no longer shown by default when opening the builder UI[/p]
  • [p]Add several more hints[/p]
  • [p]Change over all quest stage hints to use new system[/p]
  • [p]Fix bug when trying to move open storage (13001)[/p]
  • [p]Fix interaction highlighting not turning off on previous objects in all cases[/p]
  • [p]Remove some debugging from the interaction process[/p]
  • [p]Fix interaction highlighting when mouse over the same object repeatedly[/p]
  • [p]Change behaviour on how you interact with objects:[/p]
    • [p]Now the player actions menu will never pop up automatically, instead you left click with an object highlighted[/p]
    • [p]With the menu open you can either left click an action, or right click to close the menu[/p]
    • [p]You can still interact to perform the default action for the target, it processes this on key up[/p]
    • [p]You still press X any time to bring up the player action menu when not using the interaction key[/p]
    • [p]For example, press E, mouse over something to pickup, left click while it's highlighted to bring up the actions menu, left click the pickup action[/p]
    • [p]Or press E, mouse over something to pickup, release E to perform the default action, which is usually pickup for regular items that can be equipped or carried, or opens the inventory UI for containers and storage[/p]
  • [p]Change behaviour when moving open storage containers, all child items are removed from inventory and must be gathered and placed back into inventory after moving is completed, affects open storage (13001)[/p]
  • [p]Add ability to put simple tooltips on action stage individual UI actions[/p]
  • [p]Add mouseover highlight to square icon buttons[/p]
  • [p]Fix text in quest stages and tutorial dialogue referring to player actions menu with E, when it should be X[/p]
  • [p]Fix bug interacting with open storage trying to drop off items[/p]
  • [p]Fix conversation action hints hints not fire, change them to a list per action instead of single hints[/p]
  • [p]Move hints window default position, add text to header about drag to move window[/p]
  • [p]Add new quest stage in tutorial to turn on combat stance before felling tree[/p]
  • [p]Add more snapping points on foundations for stairs so they can snap off center[/p]
  • [p]Fix close button for Kingdom UI[/p]
  • [p]Fix builder hotbar destroy button not working[/p]
  • [p]Fix handcrafter worker not unloading all inventory when full causing them to stop working[/p]
  • [p]Improve when some hints are shown[/p]
  • [p]Fix build piece containers not showing correct icon in inventory UI[/p]
  • [p]Fix inventory UI issues with moving item to left arm bundles when clicking on the hand slot as a target[/p]
  • [p]Fix inventory UI issue when cancelling moving an item that came from a left arm bundle child slot[/p]
  • [p]Holster Item behaviour task now sets an abort if hosltering failed, usually due to not having an empty holster available[/p]
  • [p]Fix inventory UI when moving a child item from a left arm bundle was not updating the left hand being valid as a target[/p]
  • [p]Fix not being able to place torch in left hand through the inventory UI[/p]
  • [p]Fix torch not allowing pickup by left hand[/p]
  • [p]Fix rare bug when crafting session is complete and resource used becomes null[/p]
  • [p]Add player bark dialogue when no more room to holster items[/p]
  • [p]Fix item name and description for simple torch (1044)[/p]
  • [p]Change when physics are handled during item pickup to reduce the item being knocked around[/p]